Another shameless plug, I've found the book:
http://www.amazon.com/Mathematics-Programming-Computer-Graphics-Development/dp/1584500379/sr=8-3/qid=1162633178/ref=sr_1_3/002-1104861-1482427?ie=UTF8&s=books
to have the best description of the projection and modelview matrices
as well as a derivation and an explanation for all the matrix
transformations involved and the corresponding OpenGL functions. There
are basically the following coordinate spaces:
- world/modeling space
<ModelView matrix transform>
- eye space - coordinates centered on the camera: +X to right, +Y up, -Z forward
<Projection matrix transform>
- normalized device space: -1<=x,y,z<= 1, but +Z forward, so is left-handed
<Viewport matrix transform>
- viewport space
Chris
On 11/1/06, Jean-Sebastien Guay <[EMAIL PROTECTED]> wrote:
Hello,
A bit unrelated to OSG, but still in graphics... Does anyone have a good
reference to the relationship between the ModelView matrix, the Perspective
matrix and the view frustum?
I remember that it's something like multiplying an object's vertices by the
ModelView matrix brings them in the range [-1,1] for each axis, or something
like that, but I can never remember. I seem to remember finding a website on
the subject a while back, but I can't find anything now.
The general goal is to transform a ray the same way as OpenGL transforms
vertices, so that I can make a raytraced picture that corresponds to the
realtime OpenGL rendering. I just can't seem to remember the details!
Thanks,
J-S
--
______________________________________________________
Jean-Sebastien Guay [EMAIL PROTECTED]
http://whitestar02.webhop.org/
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